Welcome tibbius

Feb 25, 2025 5:25 am
Welcome tibbius.

What at you hoping to get from this game?

These games are (or were) intended for players new to GamersPlane or RPGs, you are neither. I believe you are also familiar with WoDu? Are you wanting an introduction to Breakers? As mentioned in the Recruitment Thread I will be grounding this a lot more in reality than the typical 'Saturday Morning Cartoon' style that the PDF presents, so this might be a deviant introduction to Breakers.
Feb 25, 2025 2:59 pm
I am really curious about the whole colliding worlds aspect of Breakers, which seems like it could play different than something like Shadowrun. Also curious about how the mechanics work at the table. It seems to do things a bit differently than anything else I have played.
Feb 25, 2025 3:00 pm
Oh. Perhaps most importantly, I am very interested to experience and learn from your style as a GM.
Feb 25, 2025 4:01 pm
tibbius says:
I am really curious about the whole colliding worlds aspect ...
That is something I will have to get back into, it is not currently in my brain-space and I don't have any real media of that type to binge on. I welcome (and expect) your driving input. :)
tibbius says:
... could play different than something like Shadowrun ...
This is very different to Shadowrun, not sure why that is the comparison-point. I have done slightly-cyberpunky games in World of Dungeons: Turbo, the base system (with the setting stuff of the breaks (and the gear) stripped off) is a good foundation for almost anything.
tibbius says:
... Also curious about how the mechanics work at the table. It seems to do things a bit differently than anything else I have played. ...
Oh, yes? Which things? It is mostly pretty vanilla PbtA (so much so that it assumes we have other PbtA games to read the actual rules from, and does not go into detail about how the basic things work). There is only one Move, the 'Act' Move (Act Under Pressure, Act Despite Danger, Defy Danger, ...), but then, all PbtA Moves are really just specialised versions of Act Under Pressure (and the Workshop/Ritual Move).

Do you have experience with PbtA (Powered by the Apocalypse, by that way:) games? Which ones? This is not necessary, I am just calibrating how to teach things.
tibbius says:
... interested to experience and learn from your style as a GM ...
My style is very collaborative, so in addition to smashing 'maps'() together I will be smashing your ideas together. I will probably reguarly ask the players for what part of this world connects to what sort of other world as a starting point.

( I also can't promise there will be any maps, I don't often rely on maps. Though we can work together to make them if we feel we need them.)

I am tending to even simpler games these days, I find the mechanics can get in the way of gameplay, and even WoDu has too many rules. If 2400 were a known thing at the time this started I may well have gone with that for these games instead.

I often drop things like Hit Points from Breakers (and Monster of the Week, and such game with more than 4 or 5) and replace them with logical, in-fiction conditions. Going back to Breakers, with its high number of HP feels strange, again. :)
Feb 25, 2025 6:13 pm
vagueGM says:
tibbius says:
... Also curious about how the mechanics work at the table. It seems to do things a bit differently than anything else I have played. ...
Oh, yes? Which things? It is mostly pretty vanilla PbtA (so much so that it assumes we have other PbtA games to read the actual rules from, and does not go into detail about how the basic things work).



I often drop things like Hit Points from Breakers (and Monster of the Week, and such game with more than 4 or 5) and replace them with logical, in-fiction conditions. Going back to Breakers, with its high number of HP feels strange, again. :)
Actually it's the weird mashing together(**) of OSR mechanics like Hit Points and Strain, with NSR(*) mechanics like the tripart outcome roll, that I was most curious to experience. I've played WoDu once before but never got into combat so didn't get to see how that worked.

(*)Actually Talislanta was the first game to do this, I think.

(**)A little bit, I wonder whether the mashing together of fantasy/modern worlds was intentionally echoed by the mashing together of 1970s/2010s game mechanics.
Feb 25, 2025 6:15 pm
Answering the question about "which things". Wow, 2400 most recently as you know; 2e; Runequest; 3e; 5e; Tunnel Goons; Lasers&Feelings; Tiny D6; Grimwild; countless homebrews.
Feb 26, 2025 4:08 am
tibbius says:
... 2400 ...; 2e; Runequest; 3e; 5e; Tunnel Goons; Lasers&Feelings; Tiny D6; Grimwild; ...
OK, so not much Powered by the Apocalypse. That's fine, this is a game for new players, after all. :)
tibbius says:
... OSR mechanics like Hit Points and Strain, with NSR(*) mechanics like the tripart ...
Interesting. I have no idea what OSR is (no one can agree:). I tend to avoid using the term since it brings baggage and expectations and then people are disappointed when it is was not what they expected. NSR is actually new enough that I —for real, this time— don't know that it means. :)

I don't think HP is particularly OSR? It is a universal trait of most games, no? Very few games don't use something like it.

Even when I 'remove HP' as I said earlier, I might use something like it on a Monsterhearts-type scale (1 harm is things you can sleep off or take a few days to recover from; 2 harm you should really go to the hospital, but you can get better on your own; 3 harm means you need to go to the hospital NOW, or you will probably die; and 4 harm is 'dead'), that is enough to cover the 'getting hurt' part and the rest is conditions like 'broken leg: -2 to movement; can only make movements that make sense in the fiction' which can transition to 'leg in a cast: -1 to movement; need crutches; can't run, for instance'. Conditions can be a fair bit of work to track, and they need proper thought about the fiction to know when they apply, but instead of 'fully functional at 1 HP' they mean your ability slowly devolves as they mount up, by the time you have -5 you can never succeed at a roll (without something to boost it) and are basically taken out. (Traveller has a cool system where your HP are you Stats, and they do down, impairing your ability keep going. (So do other games, like Fellowship, and Cypher System.))

But this is mainly theory-crafting and not relevant to this game. If you want talk more about this sort of thing we can make a thread for it or take it to the GM's Round Table (PbtA).

We can talk in the OOC about any choices made in this game and why they were made and such. Again, though if they get too off-topic we can make a thread for it so any players who don't care about the theory can ignore it.
tibbius says:
... WoDu once before but never got into combat so didn't get to see how that worked ...
WoDu combat is pretty standard. But you do have very low HP (at the start, I dislike that it grows with level, but that is just me), so combat is lethal and best avoided.

The main 'unique thing' about WoDu combat/HP is that, it means what it says: When you get a chance you roll your HP to see how many you have... 'have' not 'heal', you could end up with fewer HP after this 'heal' roll than you had before, this represents how, once the adrenaline wears off you realise 'it was worse than you thought'. If you only lost a few HP you might choose not to roll, just in case. (I usually let people choose to keep the old number if they are 'healing in a safe place', but that is just me and on a case-by-case basis.)

Breakers —to my disappointment— does away with this 'roll for HP' and is a 'recover' roll. It works in the setting and avoids a lot of confusion of people saying 'it can't mean what it says, it must mean something else' that WoDu has.
tibbius says:
... Talislanta was the first game to do this ...
I am not sure. We always used to graduate our outcomes based on how close you were to succeeding or how much you were over. I always set Target Numbers in ranges. The three (or four, really) steps of PbtA is a fair compromise on that, but definitely not the first. I think most people were exposed such ideas by Fate? The Fate Ladder is very cool, but can get a bit esoteric.
tibbius says:
... I wonder whether the mashing together of fantasy/modern worlds was intentionally echoed by the mashing together of 1970s/2010s game mechanics. ...
I am not sure. There really are no 1970s mechanics in WoDu, it was mainly about the feel. I think Breakers was a logical extension of the feel of WoDu, and tied itself to themes that were popular (or retro) at the time.

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